#1641 posted by Trinca on 2006/04/22 01:59:25
Drew but can u play the maps out there?
BTW..
#1642 posted by JPL on 2006/04/23 02:00:32
.. Daikatana already used the space-time concept... and it was not really successfull... though...
Trinca
#1643 posted by Drew on 2006/04/24 02:49:56
Sadly, no. I mean, i've got other things. Like a very interesting real life, right now. Just want to keep one finger in the quake community. That wasn't meant to sound so dirty.I know you liked it though.
Next Theme...
#1644 posted by generic on 2006/04/24 06:28:58
Neg!ke, I am going to have to pass on SM124 but, if you get a theme together soon enough, I swear I'll take a shot at SM125 :)
Thx...
#1645 posted by Trinca on 2006/04/24 06:35:55
neg|ke i will not have time to make my ship :\ boss is pissing me up all day... FUCK!!! can the dead line be changed for next week???
i think this theme is very nice! and we might have more maps if it come to next week, but maby u already got 2 or 3 maps... let us now!
*sob* And SM125 THEME
#1646 posted by negke on 2006/04/24 11:00:50
trinca, do you think you can manage to map tomorrow? i don't have a problem with waiting one or two days, but delaying the pack for another week is kind of bleh.
so far, i only got one spaceship map (mine) and bam's sad easter one. of course you can also make a spaceship one and send it in for the next pack...
generic,
sm125 theme is "timelimit".
maps that have to be completed in a limited amount of time (gameplay-wise) - if the player exceeds the limit, he has failed and cannot finish the map, or at least will have to do it without weapons/items and other annoying things...
drew will never play quake again.
#1647 posted by Trinca on 2006/04/24 11:10:51
:\ is the chinese chicks take him all the power...eheheh
i will try negke but tomorow is holly day in Portugal... if my kid give me some time to map i will try for sure i promiss!
Trinca
#1648 posted by negke on 2006/04/26 02:41:34
so, any luck at overcoming holiday lethargy? shall i wait some more?
looks like it's going to be a pretty meager pack again, even though i've done another small map (which sucks, but at least served as good exercise to see how kell's void lighting technique works)...
#1649 posted by Trinca on 2006/04/26 09:03:59
man i start it :\ but my wife was pissing me up do help her clening home... so i quit when i had a few wall�s :\ i realy just can map at work were nobody piss me up!!!
A Pity
#1650 posted by negke on 2006/04/26 09:27:39
then i'll just release the pack now and you can finish your map without pressure until next week.
btw. i already told you several times: get rid of her, by any means necessary! :D
Trinca
#1651 posted by JPL on 2006/04/26 11:49:13
ROFLMAO !!! Too funny !!!
The CZG Map...
#1652 posted by distrans on 2006/04/26 20:56:15
...you are thinking of is Sky Palace iirc. The .txt has a full explanation of how to implement the counter.
Uh..
#1653 posted by negke on 2006/04/27 23:44:53
which number is that?
the explanation isn't needed, though.
...
#1654 posted by starbuck on 2006/04/28 02:32:32
(which sucks, but at least served as good exercise to see how kell's void lighting technique works)...
out of interest, what is kell's void lighting technique?
Properly Lit Monsters In Space Maps
#1655 posted by negke on 2006/04/28 02:54:26
Wow, I Don't Understand That At All
#1656 posted by starbuck on 2006/05/01 06:16:07
how does lighting a brush you've put partly inside a skybrush do anything to lighting values in the void? Maybe I've misunderstood, but I don't get why any of those steps was done (heh, apart from upscaling the textures on the black textured brushes)
Starbuck
#1657 posted by Kell on 2006/05/01 16:20:15
Models in quake are lit by reading the lightmap value on the first solid ( non-entity ) surface directly below them.
Flying monsters can therefore be floating very far above the ground, yet are lit not by the light level in the air around them but by the light level on the ground far far below. While it isn't a problem for non-flying monsters, for flying monster this can create a visual discrepency, the most marked difference being in void/space maps.
Usually, a mapper will want the lighting on the architecture to fade to black down the sides towards the void, disguising the black brush at the bottom. This bottom brush has very little or no light hitting it. Preferably, as in "He Falls Like Lucifer", an actual skybrush will be used for the bottom of the void, which is even worse since sky texture has no lightmap at all.
In either case, monsters flying out over the void will be lit with a lightmap value of zero, making them appear as solid black silhouettes. This looks bad if the surrounding higher-up architecture where the monster actually is has light sources here and there, and is really noticeable when a flying monster will move from above a lit surface out over the void. For example: in "Lucifer" the scrags might appear appropriately lit while hovering over one of the wooden walkways, but then drift slightly so they're now above the void; a drift of perhaps a few units but enough to change them to black silhouettes.
As well as looking crap, it makes them a bastard to shoot.
Placing a blackbrush inside the skybrush means that:
1. there is a lightmap under flying monsters even when they're out over the void
2. the brightness on that lightmap can be controlled by the mapper without affecting any other surface in the map
3. that lightmap will not be visible; a black void will remain black
4. the sky texture will remain visible, and will swallow projectiles that are fired down into the void
HTH
Dunno How Feasible This Is
#1658 posted by scar3crow on 2006/05/01 17:15:20
but one thing I would love to see, be it turtle or speedmapping... Are maps with an emphasis on cooperative gameplay. Larger packs of monsters where you need two players, or puzzles that involve two players to complete feasibly.
I just think it would shake up the layouts and the processes one thinks through in designing a level.
So.
#1659 posted by Drew on 2006/05/05 20:42:20
Is anyone doing the countdown theme? Or is it just Neg!ke?
Thanks Kell
#1660 posted by starbuck on 2006/05/06 17:04:22
i understand the concept now i think. I learnt a few things there.
Drew...
#1661 posted by generic on 2006/05/07 08:10:25
I'll be travelling all day today but, if Neg!ke will give me my usual grace period (*nudge *nudge *wink *wink), I'll have something by mid-week :)
#1662 posted by negke on 2006/05/08 00:23:25
do i have a choice?
Neg!ke...
#1663 posted by generic on 2006/05/10 07:12:23
don't shoot, but I am not going to be able to do any mapping until this weekend :{
Why? Oh Why?
#1664 posted by negke on 2006/05/10 11:39:48
what have i done to you (other great speedmappers of the past, feel addressed, too) to deserve this? :/
i already added deathmatch settings to my map to occupy myself, but still...
or do you do these things on purpose to have me make two maps each week?
I Would Map
#1665 posted by Zwiffle on 2006/05/10 13:48:00
But I got finals next week. Once summer hits, I should be free to participate in speedmapping, say after May 18th.
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